/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_WAYPOINTMOVEMENTGENERATOR_H
#define CORE_WAYPOINTMOVEMENTGENERATOR_H

/** @page PathMovementGenerator is used to generate movements
* of waypoints and flight paths.  Each serves the purpose
* of generate activities so that it generates updated
* packets for the players.
*/

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "WaypointManager.h"
#include "Path.h"
#include "Traveller.h"

#include "Player.h"

#include <vector>
#include <set>

#define FLIGHT_TRAVEL_UPDATE  100
#define STOP_TIME_FOR_PLAYER  3 * MINUTE * IN_MILLISECONDS           // 3 Minutes
#define TIMEDIFF_NEXT_WP      250

template<class T, class P>
class PathMovementBase
{
public:
    PathMovementBase() : i_currentNode(0) { }
    virtual ~PathMovementBase() { };

    bool MovementInProgress(void) const { return i_currentNode < i_path->size(); }

    void LoadPath(T &);
    void ReloadPath(T &);
    uint32 GetCurrentNode() const { return i_currentNode; }

    bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
    bool GetPosition(float& x, float& y, float& z) const { i_destinationHolder.GetLocationNowNoMicroMovement(x,y,z); return true; }

protected:
    uint32 i_currentNode;
    DestinationHolder< Traveller<T> > i_destinationHolder;
    P i_path;
};

template<class T>

class WaypointMovementGenerator : public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T, WaypointPath const*>
{
public:
    WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) : node(NULL), path_id(_path_id), i_nextMoveTime(0), repeating(_repeating), StopedByPlayer(false) { }

      void Initialize(T &);
      void Finalize(T &);
      void MovementInform(T &);
      void InitTraveller(T &, const WaypointData &);
      void GeneratePathId(T &);
      void Reset(T &unit);
      bool Update(T &, const uint32 &);
      bool GetDestination(float &x, float &y, float &z) const;
      MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }

private:
    WaypointData *node;
    uint32 path_id;
    TimeTrackerSmall i_nextMoveTime;
    WaypointPath *waypoints;
    bool repeating, StopedByPlayer;
};

/** FlightPathMovementGenerator generates movement of the player for the paths
* and hence generates ground and activities for the player.
*/
class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, FlightPathMovementGenerator >, public PathMovementBase<Player,TaxiPathNodeList const*>
{
public:
    explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes, uint32 startNode = 0)
    {
        i_path = &pathnodes;
        i_currentNode = startNode;
    }
    void Initialize(Player &);
    void Reset(Player & /*u*/) { };
    void Finalize(Player &);
    bool Update(Player &, const uint32 &);
    MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; }

    TaxiPathNodeList const& GetPath() { return *i_path; }
    uint32 GetPathAtMapEnd() const;
    bool HasArrived() const { return (i_currentNode >= i_path->size()); }
    void SetCurrentNodeAfterTeleport();
    void SkipCurrentNode() { ++i_currentNode; }
    void DoEventIfAny(Player& player, TaxiPathNodeEntry const& node, bool departure);

    bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase<Player,TaxiPathNodeList const*>::GetDestination(x,y,z); }

    void PreloadEndGrid();
    void InitEndGridInfo();
private:
    // storage for preloading the flightmaster grid at end
    // before reaching final waypoint
    uint32 m_endMapId;
    uint32 m_preloadTargetNode;
    float m_endGridX;
    float m_endGridY;
};
#endif
